SanAndreasUnity/Assets/Scripts/Behaviours/Vehicles/VehicleController.cs

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using UnityEngine;
using SanAndreasUnity.Net;
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using Mirror;
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using SanAndreasUnity.Utilities;
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using System.Linq;
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namespace SanAndreasUnity.Behaviours.Vehicles
{
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public class VehicleController : NetworkBehaviour
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{
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private Vehicle m_vehicle;
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bool IsControlledByLocalPlayer => m_vehicle.IsControlledByLocalPlayer;
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[SyncVar] int m_net_id;
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[SyncVar] string m_net_carColors;
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[SyncVar] float m_net_acceleration;
[SyncVar] float m_net_steering;
[SyncVar] float m_net_braking;
[SyncVar(hook=nameof(OnNetPositionChanged))] Vector3 m_net_position;
[SyncVar(hook=nameof(OnNetRotationChanged))] Quaternion m_net_rotation;
[SyncVar] Vector3 m_net_linearVelocity;
[SyncVar] Vector3 m_net_angularVelocity;
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struct WheelSyncData
{
public float brakeTorque;
public float motorTorque;
public float steerAngle;
//public float travel;
}
class WheelSyncList : SyncList<WheelSyncData> { }
WheelSyncList m_net_wheelsData;
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// is it better to place syncvars in Vehicle class ? - that way, there is no need for hooks
// - or we could assign/read syncvars in Update()
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private void Awake()
{
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//m_vehicle = GetComponent<Vehicle>();
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}
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internal void OnAfterCreateVehicle()
{
m_vehicle = this.GetComponent<Vehicle>();
m_net_id = m_vehicle.Definition.Id;
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if (m_vehicle.Colors != null)
m_net_carColors = string.Join(";", m_vehicle.Colors);
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}
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public override void OnStartClient()
{
base.OnStartClient();
if (!NetStatus.IsServer)
{
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F.RunExceptionSafe( () => {
// load vehicle on clients
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int[] colors = string.IsNullOrEmpty(m_net_carColors) ? null : m_net_carColors.Split(';').Select(s => int.Parse(s)).ToArray();
m_vehicle = Vehicle.Create(this.gameObject, m_net_id, colors, this.transform.position, this.transform.rotation);
// update rigid body status
this.EnableOrDisableRigidBody();
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});
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}
}
public override void OnStartAuthority()
{
base.OnStartAuthority();
this.EnableOrDisableRigidBody();
}
public override void OnStopAuthority()
{
base.OnStopAuthority();
this.EnableOrDisableRigidBody();
}
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private void Update()
{
// if syncvars are used for updating transform, then disable NetworkTransform, and vice versa
m_vehicle.NetTransform.enabled = ! VehicleManager.Instance.syncVehicleTransformUsingSyncVars;
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this.ProcessSyncvars();
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var driverSeat = m_vehicle.DriverSeat;
if (null == driverSeat || null == driverSeat.OccupyingPed)
{
if (NetStatus.IsServer)
this.ResetInput();
return;
}
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if (null == Ped.Instance || driverSeat.OccupyingPed != Ped.Instance)
return;
// local ped is occupying driver seat
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if (!GameManager.CanPlayerReadInput())
this.ResetInput();
else
this.ReadInput();
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// why do we send input ?
// - so that everyone knows if the gas/brake is pressed, and can simulate wheel effects
// - so that server can predict position and velocity of rigid body
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PedSync.Local.SendVehicleInput(m_vehicle.Accelerator, m_vehicle.Steering, m_vehicle.Braking);
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// TODO: also send velocity of rigid body
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}
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void ProcessSyncvars()
{
if (NetStatus.IsServer)
{
m_net_acceleration = m_vehicle.Accelerator;
m_net_steering = m_vehicle.Steering;
m_net_braking = m_vehicle.Braking;
m_net_position = m_vehicle.transform.position;
m_net_rotation = m_vehicle.transform.rotation;
m_net_linearVelocity = m_vehicle.RigidBody.velocity;
m_net_angularVelocity = m_vehicle.RigidBody.angularVelocity;
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// wheels
m_net_wheelsData.Clear();
foreach (var wheel in m_vehicle.Wheels) {
m_net_wheelsData.Add(new WheelSyncData() {
brakeTorque = wheel.Collider.brakeTorque,
motorTorque = wheel.Collider.motorTorque,
steerAngle = wheel.Collider.steerAngle,
//travel = wheel.Travel,
});
}
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}
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else
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{
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if (!this.IsControlledByLocalPlayer)
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{
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// only assign input on other clients
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m_vehicle.Accelerator = m_net_acceleration;
m_vehicle.Steering = m_net_steering;
m_vehicle.Braking = m_net_braking;
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// only update wheels on other clients
for (int i=0; i < m_vehicle.Wheels.Count && i < m_net_wheelsData.Count; i++) {
var w = m_vehicle.Wheels[i];
var data = m_net_wheelsData[i];
w.Collider.brakeTorque = data.brakeTorque;
w.Collider.motorTorque = data.motorTorque;
w.Collider.steerAngle = data.steerAngle;
//w.Travel = data.travel;
}
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}
// position and rotation will be applied in syncvar hooks
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// apply velocity on all clients
if (VehicleManager.Instance.syncLinearVelocity)
m_vehicle.RigidBody.velocity = m_net_linearVelocity;
if (VehicleManager.Instance.syncAngularVelocity)
m_vehicle.RigidBody.angularVelocity = m_net_angularVelocity;
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}
}
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void ResetInput()
{
m_vehicle.Accelerator = 0;
m_vehicle.Steering = 0;
m_vehicle.Braking = 0;
}
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void ReadInput()
{
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var accel = Input.GetAxis("Vertical");
var brake = Input.GetButton("Brake") ? 1.0f : 0.0f;
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var speed = Vector3.Dot(m_vehicle.Velocity, m_vehicle.transform.forward);
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if (speed * accel < 0f)
{
brake = Mathf.Max(brake, 0.75f);
accel = 0f;
}
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m_vehicle.Accelerator = accel;
m_vehicle.Steering = Input.GetAxis("Horizontal");
m_vehicle.Braking = brake;
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}
void EnableOrDisableRigidBody()
{
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if (NetStatus.IsServer || this.IsControlledByLocalPlayer)
{
// enable rigid body
m_vehicle.RigidBody.isKinematic = false;
m_vehicle.RigidBody.detectCollisions = true;
}
else
{
// disable rigid body
if (VehicleManager.Instance.disableRigidBodyOnClients)
{
m_vehicle.RigidBody.isKinematic = true;
m_vehicle.RigidBody.detectCollisions = false;
}
}
}
void OnNetPositionChanged(Vector3 pos)
{
if (NetStatus.IsServer)
return;
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if (VehicleManager.Instance.syncVehicleTransformUsingSyncVars) {
if (m_vehicle != null && m_vehicle.RigidBody != null)
m_vehicle.RigidBody.MovePosition(pos);
}
}
void OnNetRotationChanged(Quaternion rot)
{
if (NetStatus.IsServer)
return;
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if (VehicleManager.Instance.syncVehicleTransformUsingSyncVars) {
if (m_vehicle != null && m_vehicle.RigidBody != null)
m_vehicle.RigidBody.MoveRotation(rot);
}
}
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}
}